← back to the wall

How to play

Blockfall is a wall that never comes down. You get a handful of blocks, you drop them where you like, and you link four of a kind to earn more. Everything you leave behind stays part of the wall.

01 — your blocks

Ten to start, then you earn them

You begin with ten blocks. Every block you drop costs one. Run out and the wall keeps moving without you — a fresh block arrives every 24 hours, or you can share the link for three more.

You don't choose which pattern you get. You play the block you're dealt — the next few are shown in the rail at the top of the screen. Placement is the whole game.

02 — patterns

Eight patterns, one colour

Every ordinary block is the same bone colour. The mark on its face is what matters — that's what you match. There are eight:

Matching is by mark, never by colour. The coloured blocks you'll see on the wall are claimed ones, and they belong to somebody.

03 — linking

Four in a row, touching

A group scores when it satisfies both rules at once:

→ at least four blocks of the same mark connected edge to edge, and
four of them in a straight line, horizontal or vertical.

The second rule is the one that catches people out. Four blocks touching in a square is a group, but it has no line of four — so it doesn't score.

✓ scores

Four in a row. The simplest link there is.

✕ no score

Four touching, but no straight line of four anywhere.

✓ scores all six

The line of four qualifies the group — and the whole group pays.

Diagonals never count. Once a group qualifies it starts glowing, and any block hanging off it in the same mark joins in — which is why a group is worth growing before you cash it.

04 — cashing in

Click the glow to collect

A glowing group is only yours to cash if at least one block in it is yours. Click it and the group flies off the wall into your tally. The payout is set by how big the group is — not how many of them you placed:

Group sizeYou collect
4 – 5+1 blockthe minimum link
6 – 7+2 blocksworth waiting for
8 – 9+4 blocksdoubling up
10 ++8 blocksand a claim — see below
12, 14, …+1 morefor every 2 past ten

Patience pays four times over. Cashing at four gives you one block. Growing that same group to ten gives you eight — plus a claim. Other builders are dropping into your groups too, so waiting is a gamble, not a guarantee.

05 — claimed blocks

Cash ten, earn something permanent

Cash a group of ten or more and you earn a claim. Spend it and you place a claimed block: coloured, permanent, carrying a short message and a link of your choosing.

Claimed blocks never leave the wall. When a group cashes around them, they stay exactly where they are while everything else clears. Click any one on the wall to read what its owner left — that's most of what the wall is.

They also hold the ground up. A claimed block never slides, and it catches the block that lands on top of it. While everything loose around them rolls away downhill, claimed blocks stay put — becoming ledges and pillars that shape where everyone else's blocks come to rest. The messages people leave behind are the bones of the terrain.

Placing a claimed block spends a claim rather than a block, so it costs you nothing from your daily ten.

06 — slopes

Blocks roll downhill

The wall behaves like sand. A block sitting three or more above the column beside it won't stay there — it slides one column downhill, and keeps going until the ground under it is level enough to hold.

It is never random. A sliding block always takes the steeper side, and ties always break left. Given the same wall, the same block lands in the same place every time.

So slopes are a tool, not a hazard. Read the shape of the wall and you can drop a block beside a slope and let the terrain carry it into the group you're building — three or four columns from where you released it. Aiming at where a block ends up beats aiming at where it lands.

Two more things follow from it:

→ towers are pointless — you cannot build far above your surroundings, the wall always slumps back
→ blocks that roll into a matching mark complete groups by accident, so a slope sometimes hands you a link you never built

Nothing is destroyed by sliding. Blocks only move.

07 — the mega block

Once a day, the pool goes up for grabs

Every block the wall drops on its own adds one to the jackpot pool. Once a day the wall drops a mega block — gold, pulsing, impossible to miss.

Link the mega block into a scoring group and cash it, and the entire pool is yours on top of the normal payout. It stays on the wall for six hours. If nobody takes it in time it goes dim and the pool rolls on to the next one.

08 — controls

Everything you can press

InputWhat it does
SpaceDrop your next block into play
Move mouseAim the held block along the wall
Nudge it one column at a time
Space Let it fall now
ClickRelease a held block, or cash a glowing group
EscPut the block back — costs you nothing
Drag / scrollLook up and down the wall
Click a colourRead the message on a claimed block

A block you pick up hangs for six seconds before it drops on its own, so there's a clock on your aim — but never a rush to start.

09 — in short

The whole game in five lines

→ You get ten blocks, then one a day.
→ Match four of the same mark in a line to earn more.
→ Bigger groups pay much better — ten pays eight.
→ Cash ten and you can leave something permanent.
→ Nothing you build ever fully disappears.